/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_GAMEOBJECTAI_H
#define ARKCORE_GAMEOBJECTAI_H

#include "Define.h"
#include <list>
#include "Object.h"
#include "GameObject.h"
#include "CreatureAI.h"

class GameObjectAI {
protected:
	GameObject * const go;
public:
	explicit GameObjectAI(GameObject *g) :
			go(g) {
	}
	virtual ~GameObjectAI() {
	}

	virtual void UpdateAI(const uint32 /*diff*/) {
	}

	virtual void InitializeAI() {
		Reset();
	}

	virtual void Reset() {
	}
	;

	static int Permissible(const GameObject* go);

	virtual bool GossipHello(Player* /*player*/) {
		return false;
	}
	virtual bool GossipSelect(Player* /*player*/, uint32 /*sender*/,
			uint32 /*action*/) {
		return false;
	}
	virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/,
			uint32 /*action*/, const char* /*code*/) {
		return false;
	}
	virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) {
		return false;
	}
	virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/,
			uint32 /*opt*/) {
		return false;
	}
	virtual uint32 GetDialogStatus(Player* /*player*/) {
		return 100;
	}
	virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) {
	}
	virtual void SetData(uint32 /*id*/, uint32 /*value*/) {
	}
};

class NullGameObjectAI: public GameObjectAI {
public:
	explicit NullGameObjectAI(GameObject *g);

	void UpdateAI(const uint32 /*diff*/) {
	}

	static int Permissible(const GameObject* /*go*/) {
		return PERMIT_BASE_IDLE;
	}
};
#endif
